Five classes, two races
Each class learns 25 spells between level 1 and level 100: five Fire, five Frost, five Earth, five Air and five with no element. Open a class to read its spells and what they do.
The class overhaul is under way. In today’s alpha you play a Warrior or a Mage; the Paladin, the Marksman and the Colossus will arrive with the overhaul. The numbers on these pages may still change.
Warrior
Melee: damage and staying power in equal parts
You close in and stay there: two charges, and blows that slow, stun or freeze.
Mage
Ranged: area damage and control
The heaviest area damage, from 14 to 20 m, and control: frost, a wall, a blast of wind.
Paladin
Healing, control, light damage
You heal the group and shut down whatever threatens it: fear, sleep, stun, madness, one spell per element.
Marksman
Ranged: the heaviest single-target damage
The Mage with weapons: bow or crossbow. Your shots take the shapes of the Mage’s spells, bolt, volley, line and rain, and their tips carry the element.
Colossus
Tank: holds the creatures, protects the others
You hold the creatures: every blow fixes them on you, and Taunt comes at level 1.
Races
Dwarves and orcs
Two playable races, as a man or a woman. Each plays all five classes and brings three traits: its starting stats, a resistance and a racial spell.